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So mucking around with a privateer so far...


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In my current build I *should* end up at OL150 with 18 sp left over. But I've kept Menace and Shield Inversion both at L1 in order to do that. Build-wise I have max reactor/shield, weps to L5 and components to L2. I need 31 to max Menace/Shield Inversion... gonna be a while lol.

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My only beef with PP is getting the Menace Skill. PSs have it easy with just having to go to Primus and prospect for a little bit. Menace is awesome and my PP needs it still.

What do PPs have to go through to get menace? I've forgotten.

My PP didn't really use menace all that often while leveling up. At 150 and menace L5 my PP fires up the skill just to be amused by the graphic effects and doesn't count on it to do anything worthwhile any more as it seems to be almost completely resisted.

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  • 2 weeks later...

What do PPs have to go through to get menace? I've forgotten.

Have to get 10 Athanor Standard Mounts, 10 Blackbox G12s and 10 Cyclo 50 ghz Modulators.

Not impossible (just a matter of hunting, looting, printing and building) but prospecting the raw topaz was waay easier in comparison.

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  • 1 year later...
There were only 2 things I had to look up for Privateer newbie area. Everything else I was able to find and do on my own. (Location of grav well and location of suicide critters)

The Red Dragons at the end aren't that bad. I was able to get it first try solo at lv 11 overall. (Combat was lv 5) Though they did kill me on the way out.
The first skills I upgrade on any toon are Shield tech (Take more hits) Reactor tech (Fire more shots) and Weapon tech. In this case Projectiles lv 2. I had 2 fully loaded musket alphas (Bought at vendor and did not remake them with Build Weapons, so if you did this, it would be even easier) when i went after the red dragons. Used Shield Repair ability 1x during the fight, otherwise it was just shooting. Also, approached the loacation slowly to take out any adds between me and the freighter first. I would have gotten away after killing it if they hadn't grav linked me so i couldn't warp away ;) Edited by Kedis
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  • 7 months later...
I'M at the lvl 10 hull upgrade mission and after reading this i don't even want to bother with it. At lvl 10 you should be able to do this solo. I'M so sick and tired of dev's making newbie mission near impossible to do alone. Whats the point of playing if you can't get past a newbie mission solo.
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[quote name='Castagere' timestamp='1353277825' post='66524']
I'M at the lvl 10 hull upgrade mission and after reading this i don't even want to bother with it. At lvl 10 you should be able to do this solo. I'M so sick and tired of dev's making newbie mission near impossible to do alone. Whats the point of playing if you can't get past a newbie mission solo.
[/quote]

The mission is very soloable.
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[quote name='Castagere' timestamp='1353277825' post='66524']
I'M at the lvl 10 hull upgrade mission and after reading this i don't even want to bother with it. At lvl 10 you should be able to do this solo. I'M so sick and tired of dev's making newbie mission near impossible to do alone. Whats the point of playing if you can't get past a newbie mission solo.
[/quote]

Having L2 shields, reactors and projectiles helps so does managing to single out the RD freighter on its own without any of its wingmen. You can get to the location of the freighter without going through the gravity field by warping to the right side of the map and then free warping to the location. But it is still easy to get into a bad situation having to tow and it may need 2-3 attempts to down the freighter. But once its done, its done.

A much more difficult mission to solo is the PW build weapon mission or the Terran HU30 bonus mission.
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Most of the discussion here I agree with. Some of the newbie/starter missions are too vague and too difficult solo for a PP.

I have worked through every one so far to get my starter skills, except the recharge shield. Skill says to talk to Brook (altho the skill text has his rank wrong). There are no prerequisites listed. Nothing. I am currently OL 6, and the next missions/skills don't take effect until OL 10. Brook won't talk to me. How is this a starter mission when the skill says to do something, yet the person who you are supposed to talk to wont talk?

I tried this class in Beta and ended up at the same place. I finally deleted it out of frustration. Now I thought that I would try again in live, but nothing has changed.

Are we supposed to put in a ticket every time this sort of thing happens? Starter missions should NOT be vague for reasons given previously by others.
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ok. I just achieved cl 6, which also coincided with OL 10, so I don't know which milestone triggered it.
I talked to brook and he gave me the recharge shield skill, and also the last stage of the missing transport mission, despite the fact that i gained 2 cl killing the cl6 and cl8 rd at the meeting point. Apparently, this must be completed before I can do the HU for lvl 10.

If there is a requirement to be a certain cl, why the heck does the skill not say so ffs. This needs to be fixed so that the requirements are clear as in every other skill.
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Oh wow, had this conversation oh so long ago...here I go again :)

Live is not (live now)LN, that is a given...but in (live then)LT they did do a FEW things right :).

One of them was their beginning tutorial (with lovely megan helping you throughout) and the start zones.

The tutorial ran you through step by step directions on how to thrust, warp, shoot, use the map, dock etc. etc. all explained with redundancy, as if you had never ever played ANY MMO before! It would tell you when you was off course etc.

The start zones had EXPLICIT directions on what they expected you to do, were to find the mob, how many to kill etc. The character button tabs told you were to go, and who to see for a specific skill, and at what level you could obtain that skill. All the start zones where grade school, hand holding affairs, they were all soloable and level appropriate, you really had to push it to get killed or get deliberately lost.

At the near graduation from the start zones, they introduced additional concepts and strategies like freewarping, hidden navs, job terminals and factions. All of which, once again were explained in CONCISE language.

There weren't privateers LT, however LN, it is my FERVENT belief that the 3 "lost" classes should have the same attention to start zones and the "handholding" aspects as they did. That Dev back then may have indeed "loved hearing complaints", thats his own bias, and should be excluded from the start area, that behaviour only discourages players from trying out and enjoying the 3 classes, that IMO are lovely and tryly enjoyable each and every one. There is plenty of time later on to excercise the Dev's (es?) personal own little humor (or lack thereof).

*<< you actually CAN complete all the start zone missions for PP at or around L10, it only requires you to have knowledge of that area that the missions don't provide you, and gear that you must aquire that you don't at first have either the credits to purchase the items or the mission givers rewarding you from previous missions as completion rewards. The other LT classes all got a L2 item (shield/reactor/engine) and a second L2 item either a core item or device. The PP DON"T get that and that is one of the reasons it is hard for them to complete it at or around L10>>*

Example: by the time LT classes graduating from the start zone they had gotten via missions : TT=L2 shield, L2 ML, PW=L2 shield, L2 PL.TE=L2 engine,L2 ML, JE=L2 reactor,L2 device, PS=L2 shield,L2 PL, JW=L2 reactor can't remember what the second was but think it was a device.
LN the original classes still get the gear, but the PP and TS sure don't and the JS gets a L2 engine.

All the classes LT had to use the group shrines to get a L2 reactor (free) that was better than (a tad) they could buy. This was the "reward" for learning the strategy of grouping.

>>another peeve about the PP zone:none of the other classes, even the other 2 "lost" classes have you scragging your rep with ANY other faction, that was reserved for the just outside start zones when it introduced you to the concept of additional factions other than your own. However the PP zone has you fraking your already ruinous RD faction even further just to advance a skill and HU to get out of the start area (killing that RD freighter and escorts gives you a RD rep hit without even warning you so)<<
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  • 2 months later...

....to bored to look thru all the posts:  but the missing freighter mission is still rather vague-- i got no help in game---so i came here and found that the gravewell is where the mission advances so i went back to the gravewell and it seems to be a timed thing...just hang out there near the gravewell nav generator till it advances....

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  • 2 months later...

I had to build my own weapons and ammo, equip 2 of these PM projectiles, and very carefully kite 1 freighter off. Any other setup meant I came nowhere close to killing the freighter. This was ridiculously over-challenging for a pre HU10 mission.

 

I absolutely agree with cutting the CL of these mobs in half, or taking out the CL6 backup. So much about the PP starter missions seems broken, especially the HU itself which tells you to go to Primus with no mention of what sector or system it is in.

 

For all intents and purposes, there ought to be a VERY PROMINENT disclaimer that PP is for players who have levelled to 150 on at least one toon, so that they know about kiting/building/making enough credits to buy what they need. Not Suitable for New Players!

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EDITED AND REPOSTED:

 

A while back, I was asked to write up a guide for the PP.  I don't
know what happened to it or the other guides that were written by other
players.  They would be handy, I suspect, in helping you and others in
the early stages.

 

Here is  the one I wrote.

 

https://docs.google.com/file/d/0Bz2tQ3SpiXycQlVyYWpLaDZGVEE/edit?usp=sharing

Edited by Muhir
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